|
| override void | InitializeCollider () |
| | Gets and sets up the colliders.
|
| override void | SetupConfiner () |
| | Creates and sets up the camera's confiner.
|
| virtual void | CopyCollider () |
| | Copies the initial collider to the composite.
|
| virtual void | OnTriggerEnter (Collider collider) |
| | On enter, enables the camera and triggers the enter event.
|
| virtual void | OnTriggerExit (Collider collider) |
| | On exit, disables the camera and invokes the exit event.
|
| virtual void | Awake () |
| | On Awake we proceed to init if app is playing.
|
| virtual void | AlwaysInitialization () |
| | On Awake we initialize our collider.
|
| virtual void | Initialization () |
| | On init we grab our virtual camera.
|
| virtual void | Start () |
| | On Start we setup the confiner.
|
| void | InitializeCollider () |
| | Describes what happens when initializing the collider.
|
| void | SetupConfiner () |
| | Describes what happens when setting up the confiner.
|
| virtual void | ManualSetupConfiner () |
| | A method used to manually create a confiner.
|
| virtual void | SetupConfinerGameObject () |
| | Creates an object to host the confiner.
|
| virtual bool | TestCollidingGameObject (GameObject collider) |
| | An extra test you can override to add extra collider conditions.
|
| virtual IEnumerator | EnableCamera (bool state, int frames) |
| | Enables the camera, either via enabled state or priority.
|
| virtual void | EnterZone () |
| virtual void | ExitZone () |
| virtual void | Reset () |
| | On Reset we initialize our gizmo color.
|
|
| enum | Modes { Enable
, Priority
} |
| Modes | Mode = Modes.Priority |
| | whether to enable/disable virtual cameras, or to play on their priority for transitions
|
| bool | CameraStartsActive = false |
| | whether or not the camera in this zone should start active
|
| int | EnabledPriority = 10 |
| | when in priority mode, the priority this camera should have when the zone is active
|
| int | DisabledPriority = 0 |
| | when in priority mode, the priority this camera should have when the zone is inactive
|
| LayerMask | TriggerMask |
| | a layermask containing all the layers that should activate this zone
|
| bool | SetupConfinerOnStart = false |
| | whether or not the zone should auto setup its camera's confiner on start - alternative is to manually click the ManualSetupConfiner, or do your own setup
|
| bool | GenerateConfinerSetup |
| | a debug button used to setup the confiner on click
|
| bool | CurrentRoom = false |
| | whether this room is the current room or not
|
| bool | RoomVisited = false |
| | whether this room has already been visited or not
|
| UnityEvent | OnEnterZoneForTheFirstTimeEvent |
| | a UnityEvent to trigger when entering the zone for the first time
|
| UnityEvent | OnEnterZoneEvent |
| | a UnityEvent to trigger when entering the zone
|
| UnityEvent | OnExitZoneEvent |
| | a UnityEvent to trigger when exiting the zone
|
| List< GameObject > | ActivationList |
| | a list of gameobjects to enable when entering the zone, and disable when exiting it
|
| bool | DrawGizmos = true |
| | whether or not to draw shape gizmos to help visualize the zone's bounds
|
| Color | GizmosColor |
| | the color of the gizmos to draw in edit mode
|
| static void | InitializeStatics () |
3D Implementation of the CinemachineZone abstract class